Uncommon Commoners #1-7: The Uncommon Collection

A Pathfinder Role Playing Game compatible campaign for 1st-9th level characters.

Description

The Uncommon Collection collects all seven Uncommon Commoner adventures into one convenient…collection. In this semi-epic campaign, the uncommon commoners will fulfill their destiny. Or die trying. Or both—if their destiny is to die trying.

#1 Fish Sticks

Bound by destiny and linked by a secret from the past, the uncommon commoners must face their first semi-great challenge, best explained by the following uncommon poem:

Welcome to Pisco, our village.

Which, I hope, you will not pillage.

Though the village smells please do not go!

I beg you to listen to our tale of woe!

Once we were happy and full of weal.

Now the place smells like a dead seal!

As for the cause of our pain

You do not need a giant brain

Nor the diviner’s art

To know that the fish do fart!

I am at my wit’s end!

Help us, or I’ll go around the bend!

That is what I have to say.

If you won’t help us, I bid you good day!

#2 The Dour Temple

Bandits of wildly varying competence have begun accosting even old men and their old horses. Dour dwarf followers of the much-too-serious god Unjoi have taken over an abandoned temple of Baccarus, kicking out the semi-famous acting troupe of Caviolo & Son. A joyless druid has begun converting the joyous beasts of the woods into sober, hard-working dour beasts. It is up to the uncommon commoners to face the perils of the MandaTory Bandits, to endure the acting of Caviolo & Son, to rescue the beasts from dour dullness, and return joy to the Dour Temple. Can the uncommon commoners save the day? Or will they fall victims of an uncommon dourness?

#3 Way of the Hoof

Centuries ago a faraway land was ravaged by endless war. Heeding the cries of the people, the Panda Guardians opened a spirit gate allowing refugees to flee to a new land. Once there, the people and animals of Panda Land lived in harmony under the benevolent guardianship of Panda Monks. But, as always happens, evil corrupted the heart of the greatest of the Panda Monks, Jaq-Blaq. He betrayed his fellows and installed himself as a warlord.

Despite his might, Jaq-Blaq ruled in fear: the owls prophesized that a donkey hero would free Panda Land. After Jaq-Blaq’s natural (non-donkey related) death, rule passed to his son. The son’s love of food and dislike of exercise earned him the name Fat Panda. While Jaq-Blaq ran the land with stern efficiency, Fat Panda’s sloth, greed and gluttony plunged the land into disarray. While the common folk tried to rebel against Fat Panda, his minions always managed to crush them. Thus did Fat Panda grow fat with confidence, despite the prophecy that donkey hoofs of justice would kick Fat Panda off his throne. Now the donkey of the prophecy journeys to Panda Land to save the people and to learn of his tragic past!

#4 Wizard Valley

Many decades ago several families of humans grew weary of the endless wars plaguing their homelands and decided to create a new home far from the whims of kings and princes. Luckily, they found a hidden valley and established the appropriately named town of Hidden Valley. Being compassionate sorts, the humans invited other refugees, including a band of Halflings to join their community. Hidden Valley enjoyed peace and prosperity until the night the monsters arrived in the valley. While the Halflings were enslaved, history claims that all the humans were slaughtered.

Years after the slaughter, it is said, a powerful and enraged human wizard came the valley, doing terrible things to the monsters there and claiming the land as her own. While the wise have avoided the valley, rumors have emerged speaking of bizarre monsters, such as pumpkin gnolls and goblin chickens.

While the sensible would avoid such a valley, clues will lead the uncommon commoners to Wizard Valley to learn the past of Smartee, the smartest of the uncommon commoners. What weirdness and secrets are hidden in Wizard Valley? The uncommon commoners must find out…or die trying.

#5 An Unexplained Journey

Long ago, the pornography loving dragon Smut descended on the Sticky Mountains and laid waste to the humans of the lake and the dwarves under the mountain. Since then, people have trembled in the shadows of the Sticky Mountain. But, there is hope—a prophecy says that someday the dragon will be slain and that the King Under the Dirt will return to shower the people with gold.

Long after the dragon took up residence in the stickiest of the Sticky Mountains, Nimblee’s family was slaughtered after being expelled from their home city. On that day, Nimblee vowed revenge. This pledge of vengeance will place the uncommon commoners on a collision course with Smut. To reach the dirty dragon and exact revenge will require an unexplained journey that will pit the heroes against such foes as Joe Bitey, cave crickets, and talkative trolls.

#6 Fighta Klub

When Beef Fist was but a young lad, the dragon Azul descended on his village bringing blue tinted death. And lightning. And lightning death. Now has come the time for Beef Fist’s beefy vengeance—Azul the Cruel shall face justice.

But to reach the dragon, Beef Fist and his fellows must punch their way through a myriad of foes, ranging from Mitey Mite to Mic Son of Ty. These epic battles will take place in a variety of arenas, including the Orctagon and the Kobold Koliseum. As always, the first rule of Fighta Klub is talk about Fighta Klub. Otherwise, no one will know when the fights are.

#7 Baked Bads

Irongutee was born a prince of the dwarfs, but was robbed of his crown (and cookbook) by the treachery of a family friend and the deadly hooves of Red Horse. Now is the time for revenge—a dish best served baked.

Irongutee and his friends must chop, slice, dice and puree their way through the Badkery, brave the toxic wastes of the GEPA dump, stand the heat of the Hot Plate, endure the sexism of the Fluffy Fox Inn, endure a heavy metal onslaught, and finally sit in the shade of the Tree of Truth. It all comes to and end here. Well, not everything. Just the campaign.

Features

Detailed color maps.

Fully developed NPCs, complete with detailed descriptions, backstories and motivations. And loot.

Full statistics are included for all encounters—no need to look up monsters.

Hero Lab Portfolios (free download)

Pre-Generated uncommon commoners with backstories, catch phrases, special abilities and special feats.

New NPC classes (the magician and the wilds warrior).

New Traits & Feats

New rules for intelligent mounts.

New Spells

New Magic Items & Equipment

New deities

New domains & subdomains

New Monsters

The Uncommon Commoners #1-7: The Uncommon Collection is a Pathfinder Role Playing Game compatible adventure. It is intended to take the uncommon commoner characters (included in the adventure) from 1st to 8th level. While the adventure is written to be humorous and fairly light, it is also designed to be suitable for serious game play.